<html><head><title>CreateTexture</title></head>
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<font face="Verdana, sans-serif" size="2"><p align="center"><b><font size="4">CreateTexture()</font></b></p>
<p><b>Syntax</b></p><blockquote>
Result = <font color="#3A3966"><b>CreateTexture</b></font>(#Texture, Width, Height)</blockquote>

</blockquote>
<b>Description</b><br><blockquote>

Creates a new blank texture with the specified dimension. 

</blockquote><p><b>Parameters</b></p><blockquote>
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<table width="90%" class="parameters">
<tr><td width="10%"><i>#Texture</i></td>
<td width="90%"> 
A number to identify the texture. 
<a href="../reference/purebasic_objects.html">#PB_Any</a> can be used to auto-generate this number. 

</td></tr>
<tr><td><i>Width, Height</i></td>
<td> 
The size of the new texture, in pixels. The width and height of the texture should be each preferably be powers of 2, and if possible, 
make them square because this will look best on the most hardware. 
Examples: 64x64, 128x128, 256x256, but also 128x64, 16x32... Old GFX cards can 
have limitation, so if possible limit the texture size to 256x256. 

</td></tr>
</table>
</blockquote><p><b>Return value</b></p><blockquote>

Nonzero if the texture was successfully created, zero otherwise. If <font color="#924B72">#PB_Any</font> was used 
for the #Texture parameter then the generated number is returned on success. 

</blockquote><p><b>Example</b></p><blockquote>

<pre><font face="Courier New, Courier, mono"size="2"><font color="#3A3966">  CreateTexture</font>(0, 256, 256) <font color="#3A3966">; Creates a new 256x256 texture</font>
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</Blockquote><p><b>Supported OS </b><Blockquote>All</Blockquote></p><center><- <a href=createrendertexture.html>CreateRenderTexture()</a> - <a href="index.html">Texture Index</a> - <a href="entitycubemaptexture.html">EntityCubeMapTexture()</a> -><br><br>

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